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//异步加载纹理缓存,该段位于init()中
m_nNumberOfLoaded = 0;
Director::getInstance()->getTextureCache()->addImageAsync("texture/home_texture.png", CC_CALLBACK_1(HelloWorld::loadingTextureCallBack, this));
Director::getInstance()->getTextureCache()->addImageAsync("texture/settings_texture.png", CC_CALLBACK_1(HelloWorld::loadingTextureCallBack, this));
Director::getInstance()->getTextureCache()->addImageAsync("texture/gameplay_texture.png", CC_CALLBACK_1(HelloWorld::loadingTextureCallBack, this));
void HelloWorld::loadingTextureCallBack(Texture2D* texture)
{
switch (m_nNumberOfLoaded++)
{
case 0:
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("texture/home_texture.plist", texture);
log("home texture ok");
break;
case 1:
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("texture/settings_texture.plist", texture);
log("settings texture ok");
break;
case 2:
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("texture/gameplay_texture.plist", texture);
log("gameplay texture ok");
this->schedule(schedule_selector(HelloWorld::delayCall), 1, 1, 3);
break;
}
}
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("texture/home_texture.plist", texture);
换成
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("texture/home_texture.plist", "texture/gameplay_texture.png");
看看是不是这具texture有问题